From fed0c0c10822b3ba5fe53a1e6395b233399b99dd Mon Sep 17 00:00:00 2001 From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Tue, 13 Sep 2022 23:52:36 +1000 Subject: [PATCH] Fix gun clumsy (#11246) --- .../Components/HyposprayComponent.cs | 3 +- Content.Server/Climbing/ClimbSystem.cs | 8 ++--- .../Interaction/Components/ClumsyComponent.cs | 21 -------------- .../Interaction/InteractionSystem.Clumsy.cs | 25 ++++++++++++++++ .../Interaction/InteractionSystem.cs | 6 ++-- .../Weapon/Ranged/Systems/GunSystem.cs | 29 +++++++++++++++++++ Resources/Locale/en-US/weapons/ranged/gun.ftl | 1 + 7 files changed, 64 insertions(+), 29 deletions(-) create mode 100644 Content.Server/Interaction/InteractionSystem.Clumsy.cs diff --git a/Content.Server/Chemistry/Components/HyposprayComponent.cs b/Content.Server/Chemistry/Components/HyposprayComponent.cs index e5df7e75a2..85b0c356d1 100644 --- a/Content.Server/Chemistry/Components/HyposprayComponent.cs +++ b/Content.Server/Chemistry/Components/HyposprayComponent.cs @@ -11,6 +11,7 @@ using Content.Shared.Popups; using Robust.Shared.Audio; using Robust.Shared.Player; using System.Diagnostics.CodeAnalysis; +using Content.Server.Interaction; namespace Content.Server.Chemistry.Components { @@ -48,7 +49,7 @@ namespace Content.Server.Chemistry.Components { msgFormat = "hypospray-component-inject-self-message"; } - else if (EligibleEntity(user, _entMan) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance)) + else if (EligibleEntity(user, _entMan) && _entMan.EntitySysManager.GetEntitySystem().TryRollClumsy(user, ClumsyFailChance)) { msgFormat = "hypospray-component-inject-self-clumsy-message"; target = user; diff --git a/Content.Server/Climbing/ClimbSystem.cs b/Content.Server/Climbing/ClimbSystem.cs index d9f8e87cb0..1b4343bbff 100644 --- a/Content.Server/Climbing/ClimbSystem.cs +++ b/Content.Server/Climbing/ClimbSystem.cs @@ -1,5 +1,6 @@ using Content.Server.Climbing.Components; using Content.Server.DoAfter; +using Content.Server.Interaction; using Content.Server.Interaction.Components; using Content.Server.Popups; using Content.Server.Stunnable; @@ -39,7 +40,7 @@ public sealed class ClimbSystem : SharedClimbSystem [Dependency] private readonly DoAfterSystem _doAfterSystem = default!; [Dependency] private readonly FixtureSystem _fixtureSystem = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; - [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; + [Dependency] private readonly InteractionSystem _interactionSystem = default!; [Dependency] private readonly StunSystem _stunSystem = default!; [Dependency] private readonly AudioSystem _audioSystem = default!; @@ -134,10 +135,7 @@ public sealed class ClimbSystem : SharedClimbSystem if (!_cfg.GetCVar(CCVars.GameTableBonk)) { // Not set to always bonk, try clumsy roll. - if (!TryComp(user, out ClumsyComponent? clumsy)) - return false; - - if (!clumsy.RollClumsy(component.BonkClumsyChance)) + if (!_interactionSystem.TryRollClumsy(user, component.BonkClumsyChance)) return false; } diff --git a/Content.Server/Interaction/Components/ClumsyComponent.cs b/Content.Server/Interaction/Components/ClumsyComponent.cs index 6998907861..9b5b2f1ef1 100644 --- a/Content.Server/Interaction/Components/ClumsyComponent.cs +++ b/Content.Server/Interaction/Components/ClumsyComponent.cs @@ -1,5 +1,4 @@ using Content.Shared.Damage; -using Robust.Shared.Random; namespace Content.Server.Interaction.Components { @@ -9,28 +8,8 @@ namespace Content.Server.Interaction.Components [RegisterComponent] public sealed class ClumsyComponent : Component { - [Dependency] private readonly IRobustRandom _random = default!; - [DataField("clumsyDamage", required: true)] [ViewVariables(VVAccess.ReadWrite)] public DamageSpecifier ClumsyDamage = default!; - public bool RollClumsy(float chance) - { - return Running && _random.Prob(chance); - } - - /// - /// Rolls a probability chance for a "bad action" if the target entity is clumsy. - /// - /// The entity that the clumsy check is happening for. - /// - /// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive. - /// - /// True if a "bad action" happened, false if the normal action should happen. - public static bool TryRollClumsy(EntityUid entity, float chance) - { - return IoCManager.Resolve().TryGetComponent(entity, out ClumsyComponent? clumsy) - && clumsy.RollClumsy(chance); - } } } diff --git a/Content.Server/Interaction/InteractionSystem.Clumsy.cs b/Content.Server/Interaction/InteractionSystem.Clumsy.cs new file mode 100644 index 0000000000..2ecfc83c7f --- /dev/null +++ b/Content.Server/Interaction/InteractionSystem.Clumsy.cs @@ -0,0 +1,25 @@ +using Content.Server.Interaction.Components; +using Robust.Shared.Random; + +namespace Content.Server.Interaction; + +public sealed partial class InteractionSystem +{ + public bool RollClumsy(ClumsyComponent component, float chance) + { + return component.Running && _random.Prob(chance); + } + + /// + /// Rolls a probability chance for a "bad action" if the target entity is clumsy. + /// + /// The entity that the clumsy check is happening for. + /// + /// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive. + /// + /// True if a "bad action" happened, false if the normal action should happen. + public bool TryRollClumsy(EntityUid entity, float chance, ClumsyComponent? component = null) + { + return Resolve(entity, ref component, false) && RollClumsy(component, chance); + } +} diff --git a/Content.Server/Interaction/InteractionSystem.cs b/Content.Server/Interaction/InteractionSystem.cs index d204a5d745..1adadbb44a 100644 --- a/Content.Server/Interaction/InteractionSystem.cs +++ b/Content.Server/Interaction/InteractionSystem.cs @@ -19,6 +19,7 @@ using Robust.Shared.Containers; using Robust.Shared.Input.Binding; using Robust.Shared.Map; using Robust.Shared.Players; +using Robust.Shared.Random; using static Content.Shared.Storage.SharedStorageComponent; namespace Content.Server.Interaction @@ -27,11 +28,12 @@ namespace Content.Server.Interaction /// Governs interactions during clicking on entities /// [UsedImplicitly] - public sealed class InteractionSystem : SharedInteractionSystem + public sealed partial class InteractionSystem : SharedInteractionSystem { + [Dependency] private readonly IAdminLogManager _adminLogger = default!; + [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!; [Dependency] private readonly PullingSystem _pullSystem = default!; - [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly UserInterfaceSystem _uiSystem = default!; [Dependency] private readonly InventorySystem _inventory = default!; diff --git a/Content.Server/Weapon/Ranged/Systems/GunSystem.cs b/Content.Server/Weapon/Ranged/Systems/GunSystem.cs index d2e96ef8c3..9682fdfd77 100644 --- a/Content.Server/Weapon/Ranged/Systems/GunSystem.cs +++ b/Content.Server/Weapon/Ranged/Systems/GunSystem.cs @@ -1,13 +1,17 @@ using System.Linq; using Content.Server.Damage.Systems; using Content.Server.Examine; +using Content.Server.Interaction; +using Content.Server.Interaction.Components; using Content.Server.Projectiles.Components; +using Content.Server.Stunnable; using Content.Server.Weapon.Melee; using Content.Server.Weapon.Ranged.Components; using Content.Shared.Audio; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.FixedPoint; +using Content.Shared.StatusEffect; using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Ranged; using Content.Shared.Weapons.Ranged.Components; @@ -26,12 +30,37 @@ public sealed partial class GunSystem : SharedGunSystem { [Dependency] private readonly IComponentFactory _factory = default!; [Dependency] private readonly ExamineSystem _examine = default!; + [Dependency] private readonly InteractionSystem _interaction = default!; [Dependency] private readonly StaminaSystem _stamina = default!; + [Dependency] private readonly StunSystem _stun = default!; public const float DamagePitchVariation = MeleeWeaponSystem.DamagePitchVariation; + public const float GunClumsyChance = 0.5f; public override void Shoot(GunComponent gun, List ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null) { + // Try a clumsy roll + if (TryComp(user, out var clumsy)) + { + for (var i = 0; i < ammo.Count; i++) + { + if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy)) + { + // Wound them + Damageable.TryChangeDamage(user, clumsy.ClumsyDamage); + _stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true); + + // Apply salt to the wound ("Honk!") + Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gun.Owner); + Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"), gun.Owner); + + PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value, Filter.Pvs(user.Value, entityManager: EntityManager)); + Del(gun.Owner); + return; + } + } + } + var fromMap = fromCoordinates.ToMap(EntityManager); var toMap = toCoordinates.ToMapPos(EntityManager); var mapDirection = toMap - fromMap.Position; diff --git a/Resources/Locale/en-US/weapons/ranged/gun.ftl b/Resources/Locale/en-US/weapons/ranged/gun.ftl index d838b2baab..574f8e6450 100644 --- a/Resources/Locale/en-US/weapons/ranged/gun.ftl +++ b/Resources/Locale/en-US/weapons/ranged/gun.ftl @@ -4,6 +4,7 @@ gun-fire-rate-examine = Fire rate is [color={$color}]{$fireRate}[/color] per sec gun-selector-verb = Change to {$mode} gun-selected-mode = Selected {$mode} gun-disabled = You can't use guns! +gun-clumsy = The gun blows up in your face! # SelectiveFire gun-SemiAuto = semi-auto